From 52a0f3c32af1861ceda910722549115f8a2b1cae Mon Sep 17 00:00:00 2001 From: Simon Tatham Date: Sat, 9 May 2015 15:35:10 +0100 Subject: [PATCH] Special-case right-dragging of a numbered cell off the grid. Chris Boyle reports that if you right-drag a numbered cell off the grid, _all_ numbered cells (except the immutable initial clues) get reset to blank, because this is treated as an attempt to erase a whole chain of linked cells (of the form a,a+1,...,a_k) and the cells with definite numbers are all treated as 'chain 0'. In that situation, I now substitute the same behaviour you'd get by left-dragging the numbered cell off the board, i.e. erase _just_ that cell and not the whole of the rest of the puzzle. (The previous unintended behaviour was a UI action you surely never want - and Chris also reports that due to the Android front end's way of representing right-drags, it's especially easy to hit by mistake.) --- signpost.c | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/signpost.c b/signpost.c index 9dd8699..f0784eb 100644 --- a/signpost.c +++ b/signpost.c @@ -1578,6 +1578,8 @@ static game_state *execute_move(const game_state *state, const char *move) si = sy*w+sx; ei = ey*w+ex; makelink(ret, si, ei); } else if (sscanf(move, "%c%d,%d", &c, &sx, &sy) == 3) { + int sset; + if (c != 'C' && c != 'X') return NULL; if (!INGRID(state, sx, sy)) return NULL; si = sy*w+sx; @@ -1586,11 +1588,12 @@ static game_state *execute_move(const game_state *state, const char *move) ret = dup_game(state); - if (c == 'C') { + sset = state->nums[si] / (state->n+1); + if (c == 'C' || (c == 'X' && sset == 0)) { /* Unlink the single cell we dragged from the board. */ unlink_cell(ret, si); } else { - int i, set, sset = state->nums[si] / (state->n+1); + int i, set; for (i = 0; i < state->n; i++) { /* Unlink all cells in the same set as the one we dragged * from the board. */ -- 2.30.2